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7 hours ago, sinph said:

Values shouldn't reset on reload anymore since the past few 1039 releases, also a Captivity Events issue, not BC. Update your Captivity Events and it should be fine.

I'll check it out on my next save I guess. I did manage to get a captive up to 100 affection and she still wouldn't consent to letting me take her virginity, not sure what the problem was.

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On 4/9/2023 at 5:23 AM, sinph said:

Turned off BC, immediately getting these now which I quite literally haven't seen in probably like 1/2 a year, they just have a single option now. Some I've seen when I was getting the double options with BK above all the other CE events but not when BK was below.

CE_random_event_wine

CE_random_event_dead (had seen as double before)

CE_random_event_found_gold (had seen as double before)

CE_captor_captive_rebel (had seen as double before)

CE_random_event_lost_gold (had seen as double before)

 

Also random stuff that's always procced

CE_random_event_spring

CasualSexFemale

CE_spouse_event_male_1 (which for some reason the female to male one's overwritten but not male to female)

FemalePickOneOut (from Boukenha's)

 

Got stuck in a loop of just those set of events, tried out captivity.reload_events and a few extra showed up

CE_random_event_female_E1 (had seen as double before)

CE_random_event_companions_female_f (had seen as double before)

 

Didn't noticed any of the old events not firing until one of the update notes said to do captivity.reload_events

Which was also when I noticed the double event option so I guess the ordering got messed up during some point.  With BC on the bottom, none of the overwritten events are firing, do get the ones that aren't and BC's own events. Running captivity.reload_events and settings didn't seem to change anything.  Manually doing captivity.fire_event on those missing events still fire up fine, they just don't show up in the rotation.

remove the <RestrictedListOfFlags>CanOnlyBeTriggeredByOtherEvent</RestrictedListOfFlags> from BCOverrideRandomEvents.xml from events CE_random_event_female_E1 and CE_random_event_companions_female_f and bc should be at lowest in load order below all ce.

 

same for CE_random_event_wine, CE_random_event_dead, CE_random_event_found_gold,CE_random_event_lost_gold at TBOverrideRandomEvents.xml

 

CE_captor_captive_rebel from BCOverrideCaptorEvents.xml

 

@SkipWestcottpls edit at you end.

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idk if the file missing a lots or i just download wrongly, there is many actions not working like debug inflation potion and dating options not increasing relationships or affections level and and some events does nothing.

 

(and yes all mods are up to date)

Edited by horny77
up to date mods
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8 hours ago, Whizkid said:

remove the <RestrictedListOfFlags>CanOnlyBeTriggeredByOtherEvent</RestrictedListOfFlags> from BCOverrideRandomEvents.xml from events CE_random_event_female_E1 and CE_random_event_companions_female_f and bc should be at lowest in load order below all ce.

 

same for CE_random_event_wine, CE_random_event_dead, CE_random_event_found_gold,CE_random_event_lost_gold at TBOverrideRandomEvents.xml

 

CE_captor_captive_rebel from BCOverrideCaptorEvents.xml

 

@SkipWestcottpls edit at you end.

Probably far more than that, also realized where all those this space left intentionally blank is coming from.  Like what is the point of this overwrite? edit: Looks like most of those are made to intentionally disable the event

  <CEEvent>
    <Name>CE_slavery_town_merchant</Name>
    <Text>{=TBOverrideSlaveryEvents001}This space left intentionally blank.</Text>
    <BackgroundName>CE_CCIFH</BackgroundName>
    <NotificationName>TB_travelling_notification</NotificationName>
    <MultipleRestrictedListOfFlags>
      <RestrictedListOfFlags>Captive</RestrictedListOfFlags>
      <RestrictedListOfFlags>CanOnlyBeTriggeredByOtherEvent</RestrictedListOfFlags>
    </MultipleRestrictedListOfFlags>
    <Options>
      <Option>
        <Order>1</Order>
        <MultipleRestrictedListOfConsequences>
          <RestrictedListOfConsequences>Continue</RestrictedListOfConsequences>
        </MultipleRestrictedListOfConsequences>
        <OptionText>{=TBOverrideSlaveryEvents002}Blank.</OptionText>
      </Option>
    </Options>
  </CEEvent>

Would find and replace but probably need to check all the CanOnlyBeTriggeredByOtherEvent flagged events to see if they've actually got a trigger since some probably are intended to be triggered as a continuation.

 

But yea, would like to know the intent, least some of those (like the ones posted) looks like the override's meant to disable it. Also would just be a pain to have to diff the files every time we update if we do it locally.  Side note guess if you override the text on overwritable flagged events your override takes precedent despite the load order.

Edited by sinph
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2 hours ago, SkipWestcott said:

@sinph @Whizkid Guys, the events on my end are disabled for a reason. You don't need to update BC. I run all the Captivity, Sadsun, then BC. If you can't get that stable, with a rich spectrum of events, there are other issues we have to work through.

Do you mean the one like CE_slavery_town_merchant or all of them? Like some of the one blatantly commented out sure, stuff like the hunt(bolton) is a bit sadistic and sort of pointless. The others like CE_random_event_lost_gold not sure why that would be disabled, sure it's a pointless event that gives/takes very little amount of gold, but it still adds more variety.  CE_captor_captive_rebel would've been one of my favorites as that makes you consider not traveling/taking on a million prisoners and has consequences when you do.  Also not entirely sure why they'd be hardcoded disabled instead of opting for the user to disable them via mcm configs.

 

At is the current slew of events is decent, definitely better with BC than without, but also loves ones like CE_captor_captive_rebel and more variety is typically welcomed.

 

Boukenha's works fine far as I can tell, but think it's also entirely situationally captor/captive related if I recall correctly.

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7 hours ago, SkipWestcott said:

@sinph @Whizkid Guys, the events on my end are disabled for a reason. You don't need to update BC. I run all the Captivity, Sadsun, then BC. If you can't get that stable, with a rich spectrum of events, there are other issues we have to work through.

@SkipWestcottwhat do u mean, when its flagged as CanOnlyBeTriggeredByOtherEvent the event doesnt trigger at all and these are events which u overwrite the default events.. an easier method would be to just changed the <WeightedChanceOfOccuring>0</WeightedChanceOfOccuring> to zero..., having CanOnlyBeTriggeredByOtherEvent on an event which is supposed to trigger makes it seems like an unintentional mistake and these are the once which @sinph mentioned in his post....

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9 hours ago, sinph said:

Probably far more than that, also realized where all those this space left intentionally blank is coming from.  Like what is the point of this overwrite? edit: Looks like most of those are made to intentionally disable the event

  <CEEvent>
    <Name>CE_slavery_town_merchant</Name>
    <Text>{=TBOverrideSlaveryEvents001}This space left intentionally blank.</Text>
    <BackgroundName>CE_CCIFH</BackgroundName>
    <NotificationName>TB_travelling_notification</NotificationName>
    <MultipleRestrictedListOfFlags>
      <RestrictedListOfFlags>Captive</RestrictedListOfFlags>
      <RestrictedListOfFlags>CanOnlyBeTriggeredByOtherEvent</RestrictedListOfFlags>
    </MultipleRestrictedListOfFlags>
    <Options>
      <Option>
        <Order>1</Order>
        <MultipleRestrictedListOfConsequences>
          <RestrictedListOfConsequences>Continue</RestrictedListOfConsequences>
        </MultipleRestrictedListOfConsequences>
        <OptionText>{=TBOverrideSlaveryEvents002}Blank.</OptionText>
      </Option>
    </Options>
  </CEEvent>

Would find and replace but probably need to check all the CanOnlyBeTriggeredByOtherEvent flagged events to see if they've actually got a trigger since some probably are intended to be triggered as a continuation.

 

But yea, would like to know the intent, least some of those (like the ones posted) looks like the override's meant to disable it. Also would just be a pain to have to diff the files every time we update if we do it locally.  Side note guess if you override the text on overwritable flagged events your override takes precedent despite the load order.

the ones highlighted by u, i checked and they are not the same as the once with "This space left intentionally blank.</Text>", which seems intentionally disable.

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17 hours ago, Bawhaa said:

Is there a way to see the current BC Lusts stats of your character in game?

Open the console by pressing alt and ` at the same time. Then type in   "captivity.current_status" (don't include the quotes). that will default to your PC. You can also type

captivity.current_status [Hero Name] to see others stats.

 

I am having a small problem my self which im trying to workout the cause of. These two events, TB_slavery_sold_noble_party and TB_slavery_sold_noble_party_slave are firing all the time and basically overriding all other events when im a captive in a town dungeon. I have tried to change the weight in both the mcm and and in the file its self to no success.

Going back through the event I noticed the line <RestrictedListOfFlags>IgnoreAllOther</RestrictedListOfFlags> on both of those events, is that command the cause of the override.

 

Its at the point where the only way to see other events is to disable both of the events in the mcm but then I never get sold to a traveling party and the only way for me to become a slave of traveling party/noble is be defeted in battle.

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8 hours ago, Evelynith said:

TB_slavery_sold_noble_party_slave

Hmm, I haven't seen a problem with this; last time I was able to get the intended CE & BC captive events...

 

IgnoreAllOther is supposed to be implemented so that the Conditions are rare, let me take a look.

 

Ok, you may just be unlucky that there are a lot of lords in the city? 'VisitedByLord' fires whenever your Captor crosses paths with a Lord... Am I correct that you're in a town?

Edited by SkipWestcott
Took a look
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2 hours ago, SkipWestcott said:

Ok, you may just be unlucky that there are a lot of lords in the city? 'VisitedByLord' fires whenever your Captor crosses paths with a Lord... Am I correct that you're in a town?

You may be correct, I am running with Banner kings now that its been fixed and with my mod list there could be more lords on the map than normal.

 

I will do some testing by trying to find a town that is rarely visited, not frequently visited and frequently visited to see what the results are and will let you know the results.

 

Thanks for the help.

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@SkipWestcott

Hello,

I was hoping you could help me with some random events I created to improve the skills of my companions. They have been triggering fine and their skills have been progressing.

My current problem is that they do not stop after the skill reaches a certain level!

 

	<CEEvent>
        <Name>FC_companion_skills_OneHanded</Name>
        <Text>{COMPANION_NAME_1} requested to talk to you and asked if you needed the troops trained.</Text>
        <BackgroundName>TB_character_elite_warrior</BackgroundName>
        <NotificationName>FC_Companion_notification</NotificationName>
        <MultipleRestrictedListOfFlags>
            <RestrictedListOfFlags>Random</RestrictedListOfFlags>
        </MultipleRestrictedListOfFlags>
        <Options>
            <Option>
                <Order>0</Order>
                <MultipleRestrictedListOfConsequences>
                    <RestrictedListOfConsequences>Continue</RestrictedListOfConsequences>
                </MultipleRestrictedListOfConsequences>
                <OptionText>Sure, teach them how to use the sword (1Hand)</OptionText>
                <Companions>
                    <Companion Id="1">
                        <MultipleRestrictedListOfConsequences>
                            <RestrictedListOfConsequences>Continue</RestrictedListOfConsequences>
                            <RestrictedListOfConsequences>ChangeSkill</RestrictedListOfConsequences>
                        </MultipleRestrictedListOfConsequences>
                        <SkillsToLevel>
                            <Skill Id="OneHanded" ByLevel="R 30 50" Ref="Hero" Color="Cyan" />
                            <Skill Id="CurrentActor" ByLevel="1" Ref="Hero" HideNotification="true"/>
                        </SkillsToLevel>
                    </Companion>
                </Companions>
            </Option>
            <Option>
                <Order>1</Order>
                <MultipleRestrictedListOfConsequences>
                    <RestrictedListOfConsequences>Continue</RestrictedListOfConsequences>
                </MultipleRestrictedListOfConsequences>
                <OptionText>Take some time off for now, tomorrow is going to be a busy day.</OptionText>
            </Option>
        </Options>
        <Companions>
            <Companion Id="1" Ref="Hero" Type="Both"  UseOtherConditions="BC_conditions_hero_female" />
        </Companions>
        <SkillsRequired>
            <SkillRequired Id="OneHanded" Max="280" Ref="Hero" />	
        </SkillsRequired>	
        <ReqCustomCode>true</ReqCustomCode>
        <SexualContent>true</SexualContent>
        <WeightedChanceOfOccuring>20</WeightedChanceOfOccuring>
        <ReqHeroMinAge>18</ReqHeroMinAge>
	</CEEvent>

 

 

I added this condition:  <SkillRequired Id="OneHanded" Max="280" Ref="Hero" />    to make the condition stop triggering when the companion's skill reaches 280, but it is not working!

Any idea how to make it work?

Thank you. 

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3 hours ago, GamerzZ said:

Clarification, when I said "it is not working", I meant the event continues to trigger even though the skill is beyond 280.

Yep, this one is because there is a COMPLETELY different syntax for companion detection;  as a child of the event, you want something like....

 


        <Companions>
            <Companion Id="1" Ref="Hero" Type="Both" Location="Current" UseOtherConditions="Your_conditions_random_high1H_f" />
        </Companions>

 

But then you need to make the Condition, too, as in the "Conditions.xml":


    <CEEvent>
        <Name>Your_conditions_companion_high1H_f</Name>
        <Text>N/A</Text>
        <MultipleRestrictedListOfFlags>
            <RestrictedListOfFlags>Random</RestrictedListOfFlags>
            <RestrictedListOfFlags>CanOnlyBeTriggeredByOtherEvent</RestrictedListOfFlags>
            <RestrictedListOfFlags>HeroGenderIsFemale</RestrictedListOfFlags>
            <RestrictedListOfFlags>HeroIsSlave</RestrictedListOfFlags>
            <RestrictedListOfFlags>HeroIsNotSlave</RestrictedListOfFlags>
            <RestrictedListOfFlags>HeroIsProstitute</RestrictedListOfFlags>
            <RestrictedListOfFlags>HeroIsNotProstitute</RestrictedListOfFlags>
        </MultipleRestrictedListOfFlags>
        <ReqCustomCode>true</ReqCustomCode>
        <SexualContent>true</SexualContent>
        <ReqHeroMinAge>18</ReqHeroMinAge>
        <SkillsRequired>
            <SkillRequired Id="CurrentActor" Min="1" Ref="Hero"/>
            <SkillRequired Id="OneHanded" Max="280" Ref="Hero" />
        </SkillsRequired>
    </CEEvent>

NOTE:: I have the "CurrentActor" skill in the above condition. This is how TB figured out how to KEEP the same Companion from event-to-event; you add CurrentActor skill on the first event click, then you can find them in the 2nd & subsequent pages. If you're not tracking that, or it's just a one-page event, you won't be needing the CurrentActor line.

 

It's a lot of trial and error, for sure! 

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Two BCOverrideRandomEvents have renown values that seem weird to me

 

Event TB_dirty_soldiers_orgy has a renown hit of R -10 -20 which is more consistent with noncon victim scenarios but this is entirely consensual.  Not sure what a good value would be but the alternate path has a reputation of R -1 10 for a strip tease.  I also think this event could use a prude path with a morale drop

Event TB_troop_finished has the second option where you wear the cum with pride has a renown hit of R -5 -15.  Again, it seems weird for a fully consensual choice.  I could possibly see it paralleling R -1 -2 which you have for things like begging a soldier to fuck you though the fact that the text says "with pride" makes me question any loss at all

 

Also, the event loop for BC_drug_fantasy, while fun, is very repetitive if you start with low esteem.  I loaded the mod into an existing save and so had to slowly build up the esteem by ~5 points per loop until the exit became available at ~70.  Perhaps if you miss the exit, you just wake up in an alley with a large health and renown penalty, hands bound, throbbing holes and only guesses at what happened.

 

A completely different recommendation though I understand if you aren't interested in investing in this but, using mods, I'm running a totally female party - female hero, female companions, female soldiers.  So running into the references of my troops having cocks is a little annoying.  If possible, more liberal use of ReqMaleTroopsAbove would be appreciated.  Would also love Amazon army events (for both male and female heroes) but that's definitely way more effort.

 

 

EDIT: Another... I guess it's not a bug but rather an explicit design choice but you seem to have opted for completely resetting the prostitution level when you leave the brothel.  This is not at all aligned with Captive Events and I'm not really sure what the virtue is of it.  Anyways, it's annoying constantly having it reset especially since you theoretically should be building experience and there is flavor text for higher experience levels

Edited by forgottenlord
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4 hours ago, forgottenlord said:

use of ReqMaleTroopsAbove would be appreciated

Of course! Good idea, pretty easy to rewrite some events too!

 

4 hours ago, forgottenlord said:

resetting the prostitution level when you leave the brothel. 

Isn't this native CE behavior?

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11 hours ago, SkipWestcott said:

Isn't this native CE behavior?

 

No.  This save was on CE without BC and for a while I went from town to town and did a couple of nights at the brothel (eg: waiting for the caravan I'm escorting).  Built myself up to prostitution level 345.  Load in BC, enjoyed the first session and with level 350, could finish immediately (though the 800 fee meant my strategy wasn't as viable).  Go to a different town and then the next session I see I'm starting over at 100... and stuck for days on my back which also messes up my timing for the caravan.

 

Perhaps it was changed at some point?

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On 4/16/2023 at 1:46 AM, forgottenlord said:

 

No.  This save was on CE without BC and for a while I went from town to town and did a couple of nights at the brothel (eg: waiting for the caravan I'm escorting).  Built myself up to prostitution level 345.  Load in BC, enjoyed the first session and with level 350, could finish immediately (though the 800 fee meant my strategy wasn't as viable).  Go to a different town and then the next session I see I'm starting over at 100... and stuck for days on my back which also messes up my timing for the caravan.

 

Perhaps it was changed at some point?

 

On 4/17/2023 at 6:49 PM, JuanPaku said:

I found the level of Prostitution will reset everytime you start to work in brothel. Why? Is it a bug or not?

My bad guys, BadListener updated that, pushing a fix.

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- Reasons

Source: TaleWorlds.CampaignSystem

Object reference not set to an instance of an object.

- Inner exception

Source: No module

No inner exception was thrown

- Callstacks

Protip: Use a debugger like dnSpy or Visual studio to trace the source of error, by stepping the program line by line. You can restart with dnSpy attached.

Inner exception callstack:
No inner exception was thrown
Outer exception callstack:
   at TaleWorlds.CampaignSystem.HeroCreator.DeliverOffSpring_Patch1(Hero mother, Hero father, Boolean isOffspringFemale)
   at TaleWorlds.CampaignSystem.CampaignBehaviors.PregnancyCampaignBehavior.CheckOffspringsToDeliver(Pregnancy pregnancy)
   at TaleWorlds.CampaignSystem.CampaignBehaviors.PregnancyCampaignBehavior.DailyTickHero(Hero hero)
   at TaleWorlds.CampaignSystem.MbEvent`1.InvokeList(EventHandlerRec`1 list, T t)
   at TaleWorlds.CampaignSystem.CampaignEvents.DailyTickHero(Hero hero)
   at TaleWorlds.CampaignSystem.CampaignEventDispatcher.DailyTickHero(Hero hero)
   at TaleWorlds.CampaignSystem.CampaignPeriodicEventManager.PeriodicTicker`1.PeriodicTickSome(Double timeUnitsElapsed)
   at TaleWorlds.CampaignSystem.CampaignPeriodicEventManager.PeriodicDailyTick()
   at TaleWorlds.CampaignSystem.CampaignPeriodicEventManager.TickPeriodicEvents()
   at TaleWorlds.CampaignSystem.Campaign.Tick()
   at TaleWorlds.CampaignSystem.GameState.MapState.OnMapModeTick(Single dt)
   at TaleWorlds.CampaignSystem.GameState.MapState.OnTick(Single dt)
   at TaleWorlds.Core.GameStateManager.OnTick(Single dt)
   at TaleWorlds.Core.Game.OnTick(Single dt)
   at TaleWorlds.Core.GameManagerBase.OnTick_Patch9(GameManagerBase this, Single dt)
   at TaleWorlds.MountAndBlade.Module.OnApplicationTick_Patch1(Module this, Single dt)

 

 

 

keep crashing with this , is there a way to fix it. i notice it starts happening after my companion is pregnant via the event.

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